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543c97987b
We simply use precision mediump float; for everything. We don't actually need highp anyways, and we don't use it for stuff like CAS or FSR.
14 lines
256 B
GLSL
14 lines
256 B
GLSL
#version 300 es
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precision mediump float;
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layout(location = 0) in vec2 vertex;
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out vec2 uv;
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uniform vec2 desktopSize;
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uniform mat3x2 transform;
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void main()
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{
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gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
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uv = vertex / desktopSize;
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}
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